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<div class="header">
  <div class="summary">
<a href="#nested-classes">类</a> &#124;
<a href="#pub-types">Public 类型</a> &#124;
<a href="#pub-methods">Public 成员函数</a> &#124;
<a href="#pub-attribs">Public 属性</a> &#124;
<a href="#pro-methods">Protected 成员函数</a> &#124;
<a href="#pro-attribs">Protected 属性</a> &#124;
<a href="class_actor-members.html">所有成员列表</a>  </div>
  <div class="headertitle"><div class="title">Actor类 参考<span class="mlabels"><span class="mlabel">abstract</span></span></div></div>
</div><!--header-->
<div class="contents">

<p>角色基类  
 <a href="class_actor.html#details">更多...</a></p>

<p><code>#include &lt;<a class="el" href="_actor_8h_source.html">Actor.h</a>&gt;</code></p>
<div class="dynheader">
类 Actor 继承关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor__inherit__graph.png" border="0" usemap="#a_actor_inherit__map" alt="Inheritance graph"/></div>
<map name="a_actor_inherit__map" id="a_actor_inherit__map">
<area shape="rect" title="角色基类" alt="" coords="307,5,361,32"/>
<area shape="rect" href="class_base_mob.html" title="怪物类的基类" alt="" coords="242,80,319,107"/>
<area shape="rect" href="class_base_player.html" title="玩家类" alt="" coords="344,80,433,107"/>
<area shape="rect" href="class_fire_elemental.html" title="火焰精灵" alt="" coords="5,155,108,181"/>
<area shape="rect" href="class_gladiator.html" title="角斗士" alt="" coords="133,155,207,181"/>
<area shape="rect" href="class_ice_elemental.html" title="冰精灵" alt="" coords="232,155,329,181"/>
<area shape="rect" href="class_leaf_elemental.html" title="叶精灵" alt="" coords="354,155,458,181"/>
<area shape="rect" href="class_minotaur.html" title="牛头人" alt="" coords="482,155,554,181"/>
</map>
<center><span class="legend">[<a href="graph_legend.html">图例</a>]</span></center></div>
<div class="dynheader">
Actor 的协作图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor__coll__graph.png" border="0" usemap="#a_actor_coll__map" alt="Collaboration graph"/></div>
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<area shape="rect" href="class_point.html" title="二维点" alt="" coords="5,81,57,108"/>
<area shape="rect" href="class_vector.html" title="二维向量" alt="" coords="81,81,141,108"/>
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<center><span class="legend">[<a href="graph_legend.html">图例</a>]</span></center></div>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="nested-classes" name="nested-classes"></a>
类</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_actor_1_1_move___type.html">Move_Type</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-types" name="pub-types"></a>
Public 类型</h2></td></tr>
<tr class="memitem:aca69a1a886cbf8c0a9ac8998d59bd1ea"><td class="memItemLeft" align="right" valign="top"><a id="aca69a1a886cbf8c0a9ac8998d59bd1ea" name="aca69a1a886cbf8c0a9ac8998d59bd1ea"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#aca69a1a886cbf8c0a9ac8998d59bd1ea">Move_Type_Y</a> { <br />
&#160;&#160;<b>CLIMB_UP</b>
, <b>CLIMB_DOWN</b>
, <b>JUMP</b>
, <b>NONE_Y</b>
, <br />
&#160;&#160;<b>FORCE_SLOW_DOWN_Y</b>
<br />
 }</td></tr>
<tr class="memdesc:aca69a1a886cbf8c0a9ac8998d59bd1ea"><td class="mdescLeft">&#160;</td><td class="mdescRight">角色在竖直方向移动的枚举类 UP : 向上移动或跳跃 DOWN : 向下移动 NONE_Y : 竖直方向不做出移动 <br /></td></tr>
<tr class="separator:aca69a1a886cbf8c0a9ac8998d59bd1ea"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2315aa20cdd86580a3936e58f796289a"><td class="memItemLeft" align="right" valign="top"><a id="a2315aa20cdd86580a3936e58f796289a" name="a2315aa20cdd86580a3936e58f796289a"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a2315aa20cdd86580a3936e58f796289a">Move_Type_X</a> { <b>LEFT</b>
, <b>RIGHT</b>
, <b>NONE_X</b>
 }</td></tr>
<tr class="memdesc:a2315aa20cdd86580a3936e58f796289a"><td class="mdescLeft">&#160;</td><td class="mdescRight">角色在水平方向移动的枚举类 LEFT : 向左移动 RIGHT : 向右移动 NONE_X : 水平方向不做出移动 <br /></td></tr>
<tr class="separator:a2315aa20cdd86580a3936e58f796289a"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public 成员函数</h2></td></tr>
<tr class="memitem:a2dea4d3df5f9ad75038fee99e820f2e7"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_point.html">Point</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a2dea4d3df5f9ad75038fee99e820f2e7">getPos</a> () const</td></tr>
<tr class="memdesc:a2dea4d3df5f9ad75038fee99e820f2e7"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取位置  <a href="class_actor.html#a2dea4d3df5f9ad75038fee99e820f2e7">更多...</a><br /></td></tr>
<tr class="separator:a2dea4d3df5f9ad75038fee99e820f2e7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a93e625a4b49a79b02c7bc35a365210c5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a93e625a4b49a79b02c7bc35a365210c5">setPos</a> (const <a class="el" href="class_point.html">Point</a> &amp;pos_)</td></tr>
<tr class="memdesc:a93e625a4b49a79b02c7bc35a365210c5"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置位置  <a href="class_actor.html#a93e625a4b49a79b02c7bc35a365210c5">更多...</a><br /></td></tr>
<tr class="separator:a93e625a4b49a79b02c7bc35a365210c5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3b8f6189dfcbd3f5efd9d6437ff2a47e"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a3b8f6189dfcbd3f5efd9d6437ff2a47e">getWidth</a> () const</td></tr>
<tr class="memdesc:a3b8f6189dfcbd3f5efd9d6437ff2a47e"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取宽度  <a href="class_actor.html#a3b8f6189dfcbd3f5efd9d6437ff2a47e">更多...</a><br /></td></tr>
<tr class="separator:a3b8f6189dfcbd3f5efd9d6437ff2a47e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaa95bc73ca018b158432bafd267df8aa"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#aaa95bc73ca018b158432bafd267df8aa">setWidth</a> (double width_)</td></tr>
<tr class="memdesc:aaa95bc73ca018b158432bafd267df8aa"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置宽度  <a href="class_actor.html#aaa95bc73ca018b158432bafd267df8aa">更多...</a><br /></td></tr>
<tr class="separator:aaa95bc73ca018b158432bafd267df8aa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a209f3ce85bf183ac91f637a523308211"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a209f3ce85bf183ac91f637a523308211">getHeight</a> () const</td></tr>
<tr class="memdesc:a209f3ce85bf183ac91f637a523308211"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取高度  <a href="class_actor.html#a209f3ce85bf183ac91f637a523308211">更多...</a><br /></td></tr>
<tr class="separator:a209f3ce85bf183ac91f637a523308211"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa39d35feb4a212e7c1a5cad8f5afdd29"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#aa39d35feb4a212e7c1a5cad8f5afdd29">setHeight</a> (double height_)</td></tr>
<tr class="memdesc:aa39d35feb4a212e7c1a5cad8f5afdd29"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置高度  <a href="class_actor.html#aa39d35feb4a212e7c1a5cad8f5afdd29">更多...</a><br /></td></tr>
<tr class="separator:aa39d35feb4a212e7c1a5cad8f5afdd29"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a02d153452eb8ea3dc2e2de666935471f"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a02d153452eb8ea3dc2e2de666935471f">getHealth</a> () const</td></tr>
<tr class="memdesc:a02d153452eb8ea3dc2e2de666935471f"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取体力  <a href="class_actor.html#a02d153452eb8ea3dc2e2de666935471f">更多...</a><br /></td></tr>
<tr class="separator:a02d153452eb8ea3dc2e2de666935471f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac1b9976a87b36c45c3477ea84ce48f64"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ac1b9976a87b36c45c3477ea84ce48f64">setHealth</a> (int health_)</td></tr>
<tr class="memdesc:ac1b9976a87b36c45c3477ea84ce48f64"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置体力  <a href="class_actor.html#ac1b9976a87b36c45c3477ea84ce48f64">更多...</a><br /></td></tr>
<tr class="separator:ac1b9976a87b36c45c3477ea84ce48f64"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad2a0993bd36727f8c1fca81229adee9f"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ad2a0993bd36727f8c1fca81229adee9f">getMaxHealth</a> () const</td></tr>
<tr class="memdesc:ad2a0993bd36727f8c1fca81229adee9f"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取最大体力  <a href="class_actor.html#ad2a0993bd36727f8c1fca81229adee9f">更多...</a><br /></td></tr>
<tr class="separator:ad2a0993bd36727f8c1fca81229adee9f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a376906c0882341e0429ebfff529678d8"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a376906c0882341e0429ebfff529678d8">setMaxHealth</a> (int maxHealth)</td></tr>
<tr class="memdesc:a376906c0882341e0429ebfff529678d8"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置最大体力  <a href="class_actor.html#a376906c0882341e0429ebfff529678d8">更多...</a><br /></td></tr>
<tr class="separator:a376906c0882341e0429ebfff529678d8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2c6c580cc35219af5988955e30fb1e91"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a2c6c580cc35219af5988955e30fb1e91">getMagic</a> () const</td></tr>
<tr class="memdesc:a2c6c580cc35219af5988955e30fb1e91"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取魔法值，暂时废弃  <a href="class_actor.html#a2c6c580cc35219af5988955e30fb1e91">更多...</a><br /></td></tr>
<tr class="separator:a2c6c580cc35219af5988955e30fb1e91"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0cb95a7730ab6862037312ac6854294a"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a0cb95a7730ab6862037312ac6854294a">setMagic</a> (int magic_)</td></tr>
<tr class="memdesc:a0cb95a7730ab6862037312ac6854294a"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置魔法值，暂时废弃  <a href="class_actor.html#a0cb95a7730ab6862037312ac6854294a">更多...</a><br /></td></tr>
<tr class="separator:a0cb95a7730ab6862037312ac6854294a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a617b9559c0b50cf49ec148a9a932cbf9"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a617b9559c0b50cf49ec148a9a932cbf9">getMaxMagic</a> () const</td></tr>
<tr class="memdesc:a617b9559c0b50cf49ec148a9a932cbf9"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取最大魔法值，暂时废弃  <a href="class_actor.html#a617b9559c0b50cf49ec148a9a932cbf9">更多...</a><br /></td></tr>
<tr class="separator:a617b9559c0b50cf49ec148a9a932cbf9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5a7ab69535dea44d4e486009c7f194f4"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a5a7ab69535dea44d4e486009c7f194f4">setMaxMagic</a> (int maxMagic)</td></tr>
<tr class="memdesc:a5a7ab69535dea44d4e486009c7f194f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置最大魔法值，暂时废弃  <a href="class_actor.html#a5a7ab69535dea44d4e486009c7f194f4">更多...</a><br /></td></tr>
<tr class="separator:a5a7ab69535dea44d4e486009c7f194f4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab474e98b6994878deb75adf601fb829b"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ab474e98b6994878deb75adf601fb829b">getGravity</a> () const</td></tr>
<tr class="memdesc:ab474e98b6994878deb75adf601fb829b"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取重力，单位：像素/（帧 x 帧）  <a href="class_actor.html#ab474e98b6994878deb75adf601fb829b">更多...</a><br /></td></tr>
<tr class="separator:ab474e98b6994878deb75adf601fb829b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:add5c4d8e6c3ad1442fef5aaa2e7c79a2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#add5c4d8e6c3ad1442fef5aaa2e7c79a2">setGravity</a> (double gravity_)</td></tr>
<tr class="memdesc:add5c4d8e6c3ad1442fef5aaa2e7c79a2"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置重力，单位：像素/（帧 x 帧）  <a href="class_actor.html#add5c4d8e6c3ad1442fef5aaa2e7c79a2">更多...</a><br /></td></tr>
<tr class="separator:add5c4d8e6c3ad1442fef5aaa2e7c79a2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aae30d82fc88cd743ad1817ca8433f3e9"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_vector.html">Vector</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#aae30d82fc88cd743ad1817ca8433f3e9">getVelocity</a> () const</td></tr>
<tr class="memdesc:aae30d82fc88cd743ad1817ca8433f3e9"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取速度  <a href="class_actor.html#aae30d82fc88cd743ad1817ca8433f3e9">更多...</a><br /></td></tr>
<tr class="separator:aae30d82fc88cd743ad1817ca8433f3e9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abea7c3c77f73eb4501db69be7b7123dc"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#abea7c3c77f73eb4501db69be7b7123dc">setVelocity</a> (const <a class="el" href="class_vector.html">Vector</a> &amp;velocity_)</td></tr>
<tr class="memdesc:abea7c3c77f73eb4501db69be7b7123dc"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置速度  <a href="class_actor.html#abea7c3c77f73eb4501db69be7b7123dc">更多...</a><br /></td></tr>
<tr class="separator:abea7c3c77f73eb4501db69be7b7123dc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac6bf16355014a92d0feb17bae987467f"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ac6bf16355014a92d0feb17bae987467f">getVelocityXMax</a> () const</td></tr>
<tr class="memdesc:ac6bf16355014a92d0feb17bae987467f"><td class="mdescLeft">&#160;</td><td class="mdescRight">X方向最大速度  <a href="class_actor.html#ac6bf16355014a92d0feb17bae987467f">更多...</a><br /></td></tr>
<tr class="separator:ac6bf16355014a92d0feb17bae987467f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a84e8665ea31b77b8cf7f8c1f33e2e465"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a84e8665ea31b77b8cf7f8c1f33e2e465">setVelocityXMax</a> (double velocityXMax)</td></tr>
<tr class="memdesc:a84e8665ea31b77b8cf7f8c1f33e2e465"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置X方向最大速度  <a href="class_actor.html#a84e8665ea31b77b8cf7f8c1f33e2e465">更多...</a><br /></td></tr>
<tr class="separator:a84e8665ea31b77b8cf7f8c1f33e2e465"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a28505a997961eaff9b7580928741d769"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a28505a997961eaff9b7580928741d769">getVelocityYMax</a> () const</td></tr>
<tr class="memdesc:a28505a997961eaff9b7580928741d769"><td class="mdescLeft">&#160;</td><td class="mdescRight">Y方向最大速度  <a href="class_actor.html#a28505a997961eaff9b7580928741d769">更多...</a><br /></td></tr>
<tr class="separator:a28505a997961eaff9b7580928741d769"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac6799282333780ec6b10b47755b2c9e4"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ac6799282333780ec6b10b47755b2c9e4">setVelocityYMax</a> (double velocityYMax)</td></tr>
<tr class="memdesc:ac6799282333780ec6b10b47755b2c9e4"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置Y方向最大速度  <a href="class_actor.html#ac6799282333780ec6b10b47755b2c9e4">更多...</a><br /></td></tr>
<tr class="separator:ac6799282333780ec6b10b47755b2c9e4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:affb25c5c54721913503e9ec2b55de605"><td class="memItemLeft" align="right" valign="top">const std::string &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#affb25c5c54721913503e9ec2b55de605">getId</a> () const</td></tr>
<tr class="memdesc:affb25c5c54721913503e9ec2b55de605"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取角色id，全局唯一  <a href="class_actor.html#affb25c5c54721913503e9ec2b55de605">更多...</a><br /></td></tr>
<tr class="separator:affb25c5c54721913503e9ec2b55de605"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a788a6a10dc9d873fd5c87a02a83ab927"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a788a6a10dc9d873fd5c87a02a83ab927">getJumpVelocityYMax</a> () const</td></tr>
<tr class="memdesc:a788a6a10dc9d873fd5c87a02a83ab927"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取Y方向跳跃最大速度  <a href="class_actor.html#a788a6a10dc9d873fd5c87a02a83ab927">更多...</a><br /></td></tr>
<tr class="separator:a788a6a10dc9d873fd5c87a02a83ab927"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afff73acb5f0993cff544fafaf3012554"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#afff73acb5f0993cff544fafaf3012554">setJumpVelocityYMax</a> (double jumpVelocityYMax)</td></tr>
<tr class="memdesc:afff73acb5f0993cff544fafaf3012554"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置Y方向跳跃最大速度  <a href="class_actor.html#afff73acb5f0993cff544fafaf3012554">更多...</a><br /></td></tr>
<tr class="separator:afff73acb5f0993cff544fafaf3012554"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1c66efdc540060dd60903b40b968ddfc"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a1c66efdc540060dd60903b40b968ddfc">getVelocityXReduceRadio</a> () const</td></tr>
<tr class="memdesc:a1c66efdc540060dd60903b40b968ddfc"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取X方向的强制减速因子，当碰撞发生时，首先启用减速因子进行强制减速  <a href="class_actor.html#a1c66efdc540060dd60903b40b968ddfc">更多...</a><br /></td></tr>
<tr class="separator:a1c66efdc540060dd60903b40b968ddfc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a97a2bebbcb5fe4fa31829ec3632a82a6"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a97a2bebbcb5fe4fa31829ec3632a82a6">setVelocityXReduceRadio</a> (double velocityXReduceRadio)</td></tr>
<tr class="memdesc:a97a2bebbcb5fe4fa31829ec3632a82a6"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置X方向的强制减速因子，当碰撞发生时，首先启用减速因子进行强制减速  <a href="class_actor.html#a97a2bebbcb5fe4fa31829ec3632a82a6">更多...</a><br /></td></tr>
<tr class="separator:a97a2bebbcb5fe4fa31829ec3632a82a6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad1b0c14d118779ba75f25c538879eb2f"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ad1b0c14d118779ba75f25c538879eb2f">getVelocityYReduceRadio</a> () const</td></tr>
<tr class="memdesc:ad1b0c14d118779ba75f25c538879eb2f"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取Y方向的强制减速因子，当碰撞发生时，首先启用减速因子进行强制减速  <a href="class_actor.html#ad1b0c14d118779ba75f25c538879eb2f">更多...</a><br /></td></tr>
<tr class="separator:ad1b0c14d118779ba75f25c538879eb2f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adad38d3b0b2d472de1df311b046c767f"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#adad38d3b0b2d472de1df311b046c767f">setVelocityYReduceRadio</a> (double velocityYReduceRadio)</td></tr>
<tr class="memdesc:adad38d3b0b2d472de1df311b046c767f"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置Y方向的强制减速因子，当碰撞发生时，首先启用减速因子进行强制减速  <a href="class_actor.html#adad38d3b0b2d472de1df311b046c767f">更多...</a><br /></td></tr>
<tr class="separator:adad38d3b0b2d472de1df311b046c767f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab6916056aa9b881c02b8fa361f633726"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ab6916056aa9b881c02b8fa361f633726">doAttackRefreshAndAttack</a> (bool attack, class <a class="el" href="class_rectangle.html">Rectangle</a> &amp;rec, int &amp;knock_back_instance, int &amp;power)</td></tr>
<tr class="memdesc:ab6916056aa9b881c02b8fa361f633726"><td class="mdescLeft">&#160;</td><td class="mdescRight">刷新攻击冷却并根据传入的attack攻击  <a href="class_actor.html#ab6916056aa9b881c02b8fa361f633726">更多...</a><br /></td></tr>
<tr class="separator:ab6916056aa9b881c02b8fa361f633726"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5d62464dde4d510d0ad2e740cd86928e"><td class="memItemLeft" align="right" valign="top">BaseStatus&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a5d62464dde4d510d0ad2e740cd86928e">getStatus</a> (bool onGround, bool isAttack) const</td></tr>
<tr class="memdesc:a5d62464dde4d510d0ad2e740cd86928e"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取角色状态  <a href="class_actor.html#a5d62464dde4d510d0ad2e740cd86928e">更多...</a><br /></td></tr>
<tr class="separator:a5d62464dde4d510d0ad2e740cd86928e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afe004ad17dadfee07bc5d43c16f5ce63"><td class="memItemLeft" align="right" valign="top">virtual GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#afe004ad17dadfee07bc5d43c16f5ce63">getGameObjectType</a> () const =0</td></tr>
<tr class="memdesc:afe004ad17dadfee07bc5d43c16f5ce63"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取角色类型，用于动画和音频  <a href="class_actor.html#afe004ad17dadfee07bc5d43c16f5ce63">更多...</a><br /></td></tr>
<tr class="separator:afe004ad17dadfee07bc5d43c16f5ce63"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0c0ff6a2feb7b06447a8124b7beedf94"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a0c0ff6a2feb7b06447a8124b7beedf94">attackBy</a> (int power)</td></tr>
<tr class="memdesc:a0c0ff6a2feb7b06447a8124b7beedf94"><td class="mdescLeft">&#160;</td><td class="mdescRight">角色被攻击时调用  <a href="class_actor.html#a0c0ff6a2feb7b06447a8124b7beedf94">更多...</a><br /></td></tr>
<tr class="separator:a0c0ff6a2feb7b06447a8124b7beedf94"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab8203c230434dd84b793691d0cbf7c7c"><td class="memItemLeft" align="right" valign="top"><a id="ab8203c230434dd84b793691d0cbf7c7c" name="ab8203c230434dd84b793691d0cbf7c7c"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>getFace</b> () const</td></tr>
<tr class="separator:ab8203c230434dd84b793691d0cbf7c7c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5ea6c36914fd0298237c6f5cba62d72d"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a5ea6c36914fd0298237c6f5cba62d72d">moveX</a> (<a class="el" href="class_actor.html#a2315aa20cdd86580a3936e58f796289a">Actor::Move_Type_X</a> typeX)</td></tr>
<tr class="memdesc:a5ea6c36914fd0298237c6f5cba62d72d"><td class="mdescLeft">&#160;</td><td class="mdescRight">角色沿X方向移动  <a href="class_actor.html#a5ea6c36914fd0298237c6f5cba62d72d">更多...</a><br /></td></tr>
<tr class="separator:a5ea6c36914fd0298237c6f5cba62d72d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae4aafa27c1aeab8e2dbb2adeb43848c7"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ae4aafa27c1aeab8e2dbb2adeb43848c7">moveY</a> (<a class="el" href="class_actor.html#aca69a1a886cbf8c0a9ac8998d59bd1ea">Actor::Move_Type_Y</a> typeY, bool onGround, bool can_climb)</td></tr>
<tr class="memdesc:ae4aafa27c1aeab8e2dbb2adeb43848c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">角色沿Y方向移动  <a href="class_actor.html#ae4aafa27c1aeab8e2dbb2adeb43848c7">更多...</a><br /></td></tr>
<tr class="separator:ae4aafa27c1aeab8e2dbb2adeb43848c7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa0df4fa071b363c6bf9906c3fc13db27"><td class="memItemLeft" align="right" valign="top"><a id="aa0df4fa071b363c6bf9906c3fc13db27" name="aa0df4fa071b363c6bf9906c3fc13db27"></a>
&#160;</td><td class="memItemRight" valign="bottom"><b>Actor</b> (const <a class="el" href="class_point.html">Point</a> &amp;pos, const <a class="el" href="class_vector.html">Vector</a> &amp;velocity, double width, double height, int max_health, int max_magic, double gravity, double velocity_x_max, double velocity_y_max, double jump_velocity_y_max, double velocity_x_reduce_radio, double velocity_y_reduce_radio)</td></tr>
<tr class="separator:aa0df4fa071b363c6bf9906c3fc13db27"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaa5f6edbdb5f39180da145c35512ffbf"><td class="memItemLeft" align="right" valign="top"><a id="aaa5f6edbdb5f39180da145c35512ffbf" name="aaa5f6edbdb5f39180da145c35512ffbf"></a>
&#160;</td><td class="memItemRight" valign="bottom"><b>Actor</b> (const <a class="el" href="class_actor.html">Actor</a> &amp;other)</td></tr>
<tr class="separator:aaa5f6edbdb5f39180da145c35512ffbf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a52009a26c35c89419c9b81b1f7933c5f"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a52009a26c35c89419c9b81b1f7933c5f">isPlayer</a> () const =0</td></tr>
<tr class="memdesc:a52009a26c35c89419c9b81b1f7933c5f"><td class="mdescLeft">&#160;</td><td class="mdescRight">是否是玩家  <a href="class_actor.html#a52009a26c35c89419c9b81b1f7933c5f">更多...</a><br /></td></tr>
<tr class="separator:a52009a26c35c89419c9b81b1f7933c5f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3ae8d377cd046d2908a3be20022c53ea"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#a3ae8d377cd046d2908a3be20022c53ea">isAttackLasting</a> () const</td></tr>
<tr class="memdesc:a3ae8d377cd046d2908a3be20022c53ea"><td class="mdescLeft">&#160;</td><td class="mdescRight">当前攻击是否持续，攻击动画往往需要播放多帧  <a href="class_actor.html#a3ae8d377cd046d2908a3be20022c53ea">更多...</a><br /></td></tr>
<tr class="separator:a3ae8d377cd046d2908a3be20022c53ea"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afae9736661b3b289fd27af8956e42a97"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#afae9736661b3b289fd27af8956e42a97">getAttackRange</a> () const</td></tr>
<tr class="memdesc:afae9736661b3b289fd27af8956e42a97"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取攻击范围，单位：帧  <a href="class_actor.html#afae9736661b3b289fd27af8956e42a97">更多...</a><br /></td></tr>
<tr class="separator:afae9736661b3b289fd27af8956e42a97"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa530a5e2363072f7d16b30481984fcf2"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_base_weapon.html">BaseWeapon</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#aa530a5e2363072f7d16b30481984fcf2">getWeapon</a> () const</td></tr>
<tr class="memdesc:aa530a5e2363072f7d16b30481984fcf2"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取角色武器的常量指针，参见武器类  <a href="class_actor.html#aa530a5e2363072f7d16b30481984fcf2">更多...</a><br /></td></tr>
<tr class="separator:aa530a5e2363072f7d16b30481984fcf2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac612bf6fac0d250d7ab99a371f799084"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_actor.html#ac612bf6fac0d250d7ab99a371f799084">normalRefresh</a> ()</td></tr>
<tr class="memdesc:ac612bf6fac0d250d7ab99a371f799084"><td class="mdescLeft">&#160;</td><td class="mdescRight">每帧刷新角色时调用  <a href="class_actor.html#ac612bf6fac0d250d7ab99a371f799084">更多...</a><br /></td></tr>
<tr class="separator:ac612bf6fac0d250d7ab99a371f799084"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
Public 属性</h2></td></tr>
<tr class="memitem:a237b05571701ac3726a41e66c99544e3"><td class="memItemLeft" align="right" valign="top"><a id="a237b05571701ac3726a41e66c99544e3" name="a237b05571701ac3726a41e66c99544e3"></a>
bool&#160;</td><td class="memItemRight" valign="bottom"><b>isClimbing</b> = false</td></tr>
<tr class="separator:a237b05571701ac3726a41e66c99544e3"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pro-methods" name="pro-methods"></a>
Protected 成员函数</h2></td></tr>
<tr class="memitem:ad00c0e77802c210e9691977216c245f1"><td class="memTemplParams" colspan="2">template&lt;class T &gt; </td></tr>
<tr class="memitem:ad00c0e77802c210e9691977216c245f1"><td class="memTemplItemLeft" align="right" valign="top">void&#160;</td><td class="memTemplItemRight" valign="bottom"><a class="el" href="class_actor.html#ad00c0e77802c210e9691977216c245f1">fixValue</a> (T &amp;value, const T &amp;max_value, const T &amp;min_value)</td></tr>
<tr class="memdesc:ad00c0e77802c210e9691977216c245f1"><td class="mdescLeft">&#160;</td><td class="mdescRight">将超出范围的数值进行修正  <a href="class_actor.html#ad00c0e77802c210e9691977216c245f1">更多...</a><br /></td></tr>
<tr class="separator:ad00c0e77802c210e9691977216c245f1"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pro-attribs" name="pro-attribs"></a>
Protected 属性</h2></td></tr>
<tr class="memitem:afc5fc288077c4827f73b88f21af3cab6"><td class="memItemLeft" align="right" valign="top"><a id="afc5fc288077c4827f73b88f21af3cab6" name="afc5fc288077c4827f73b88f21af3cab6"></a>
std::string&#160;</td><td class="memItemRight" valign="bottom"><b>id</b></td></tr>
<tr class="separator:afc5fc288077c4827f73b88f21af3cab6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a24060a1fbf9c41680dacac837342765a"><td class="memItemLeft" align="right" valign="top"><a id="a24060a1fbf9c41680dacac837342765a" name="a24060a1fbf9c41680dacac837342765a"></a>
<a class="el" href="class_point.html">Point</a>&#160;</td><td class="memItemRight" valign="bottom"><b>pos</b></td></tr>
<tr class="separator:a24060a1fbf9c41680dacac837342765a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2e3a6f3099e50caa260017b494344694"><td class="memItemLeft" align="right" valign="top"><a id="a2e3a6f3099e50caa260017b494344694" name="a2e3a6f3099e50caa260017b494344694"></a>
double&#160;</td><td class="memItemRight" valign="bottom"><b>width</b></td></tr>
<tr class="separator:a2e3a6f3099e50caa260017b494344694"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac6199156eea95d8391f2f3d4b8ee23b7"><td class="memItemLeft" align="right" valign="top"><a id="ac6199156eea95d8391f2f3d4b8ee23b7" name="ac6199156eea95d8391f2f3d4b8ee23b7"></a>
double&#160;</td><td class="memItemRight" valign="bottom"><b>height</b></td></tr>
<tr class="separator:ac6199156eea95d8391f2f3d4b8ee23b7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6932c660e6b6293a66b393c3c9cb151a"><td class="memItemLeft" align="right" valign="top"><a id="a6932c660e6b6293a66b393c3c9cb151a" name="a6932c660e6b6293a66b393c3c9cb151a"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>health</b></td></tr>
<tr class="separator:a6932c660e6b6293a66b393c3c9cb151a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac2f01fc2d80fe582ac93fb2c70f0f8ea"><td class="memItemLeft" align="right" valign="top"><a id="ac2f01fc2d80fe582ac93fb2c70f0f8ea" name="ac2f01fc2d80fe582ac93fb2c70f0f8ea"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>max_health</b></td></tr>
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<tr class="memitem:a4e1e7093da338333150ffc4ebf9ee0a7"><td class="memItemLeft" align="right" valign="top"><a id="a4e1e7093da338333150ffc4ebf9ee0a7" name="a4e1e7093da338333150ffc4ebf9ee0a7"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>magic</b></td></tr>
<tr class="separator:a4e1e7093da338333150ffc4ebf9ee0a7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a462cabd2fce0f5bf5b187296de6e5088"><td class="memItemLeft" align="right" valign="top"><a id="a462cabd2fce0f5bf5b187296de6e5088" name="a462cabd2fce0f5bf5b187296de6e5088"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>max_magic</b></td></tr>
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<tr class="memitem:ac6db038ba22078710d65a5dc759d9f04"><td class="memItemLeft" align="right" valign="top"><a id="ac6db038ba22078710d65a5dc759d9f04" name="ac6db038ba22078710d65a5dc759d9f04"></a>
double&#160;</td><td class="memItemRight" valign="bottom"><b>gravity</b></td></tr>
<tr class="separator:ac6db038ba22078710d65a5dc759d9f04"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad21c7cfb6c6d2c3502151432981c1f76"><td class="memItemLeft" align="right" valign="top"><a id="ad21c7cfb6c6d2c3502151432981c1f76" name="ad21c7cfb6c6d2c3502151432981c1f76"></a>
<a class="el" href="class_vector.html">Vector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>velocity</b></td></tr>
<tr class="separator:ad21c7cfb6c6d2c3502151432981c1f76"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7d11ecf41759f6ab361131d9fe198a9e"><td class="memItemLeft" align="right" valign="top"><a id="a7d11ecf41759f6ab361131d9fe198a9e" name="a7d11ecf41759f6ab361131d9fe198a9e"></a>
double&#160;</td><td class="memItemRight" valign="bottom"><b>velocity_x_max</b></td></tr>
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<tr class="memitem:a1a334ad35675a5e8789a82a14311764e"><td class="memItemLeft" align="right" valign="top"><a id="a1a334ad35675a5e8789a82a14311764e" name="a1a334ad35675a5e8789a82a14311764e"></a>
double&#160;</td><td class="memItemRight" valign="bottom"><b>velocity_y_max</b></td></tr>
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double&#160;</td><td class="memItemRight" valign="bottom"><b>jump_velocity_y_max</b></td></tr>
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<tr class="memitem:a9a157ca504c2a7dd00734d17bd8c0a1c"><td class="memItemLeft" align="right" valign="top"><a id="a9a157ca504c2a7dd00734d17bd8c0a1c" name="a9a157ca504c2a7dd00734d17bd8c0a1c"></a>
double&#160;</td><td class="memItemRight" valign="bottom"><b>velocity_x_reduce_radio</b></td></tr>
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<tr class="memitem:ad12ca8dff66d97d9a89a36891cddab57"><td class="memItemLeft" align="right" valign="top"><a id="ad12ca8dff66d97d9a89a36891cddab57" name="ad12ca8dff66d97d9a89a36891cddab57"></a>
double&#160;</td><td class="memItemRight" valign="bottom"><b>velocity_y_reduce_radio</b></td></tr>
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<tr class="memitem:ae2b8d945563dbf8ea5131ae751f7fa06"><td class="memItemLeft" align="right" valign="top"><a id="ae2b8d945563dbf8ea5131ae751f7fa06" name="ae2b8d945563dbf8ea5131ae751f7fa06"></a>
double&#160;</td><td class="memItemRight" valign="bottom"><b>defensive_power</b> = 0.0</td></tr>
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<tr class="memitem:a12ebe35a5786f3663b389c3d12d537f7"><td class="memItemLeft" align="right" valign="top"><a id="a12ebe35a5786f3663b389c3d12d537f7" name="a12ebe35a5786f3663b389c3d12d537f7"></a>
<a class="el" href="class_base_weapon.html">BaseWeapon</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>weapon</b> = nullptr</td></tr>
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<tr class="memitem:a06807bf72606658a517c754b2ba6dbb9"><td class="memItemLeft" align="right" valign="top"><a id="a06807bf72606658a517c754b2ba6dbb9" name="a06807bf72606658a517c754b2ba6dbb9"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>face</b> = 1</td></tr>
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</table>
<a name="details" id="details"></a><h2 class="groupheader">详细描述</h2>
<div class="textblock"><p >角色基类 </p>
</div><h2 class="groupheader">成员函数说明</h2>
<a id="a0c0ff6a2feb7b06447a8124b7beedf94" name="a0c0ff6a2feb7b06447a8124b7beedf94"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0c0ff6a2feb7b06447a8124b7beedf94">&#9670;&nbsp;</a></span>attackBy()</h2>

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          <td class="memname">void Actor::attackBy </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>power</em></td><td>)</td>
          <td></td>
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<span class="mlabels"><span class="mlabel">virtual</span></span>  </td>
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<p>角色被攻击时调用 </p>
<dl class="params"><dt>参数</dt><dd>
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    <tr><td class="paramname">power</td><td>攻击力 </td></tr>
  </table>
  </dd>
</dl>

<p>被 <a class="el" href="class_base_player.html#a8992b35c366b882b29cdd43214dc6b8e">BasePlayer</a> 重载.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#ab6916056aa9b881c02b8fa361f633726">&#9670;&nbsp;</a></span>doAttackRefreshAndAttack()</h2>

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          <td class="memname">void Actor::doAttackRefreshAndAttack </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>attack</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">class <a class="el" href="class_rectangle.html">Rectangle</a> &amp;&#160;</td>
          <td class="paramname"><em>rec</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int &amp;&#160;</td>
          <td class="paramname"><em>knock_back_instance</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int &amp;&#160;</td>
          <td class="paramname"><em>power</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
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  </td>
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<span class="mlabels"><span class="mlabel">virtual</span></span>  </td>
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</div><div class="memdoc">

<p>刷新攻击冷却并根据传入的attack攻击 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">attack</td><td></td></tr>
  </table>
  </dd>
</dl>

<p>被 <a class="el" href="class_base_player.html#aac31c29c954679acce97217293bad308">BasePlayer</a> 重载.</p>
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函数调用图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_ab6916056aa9b881c02b8fa361f633726_cgraph.png" border="0" usemap="#aclass_actor_ab6916056aa9b881c02b8fa361f633726_cgraph" alt=""/></div>
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<area shape="rect" title="刷新攻击冷却并根据传入的attack攻击" alt="" coords="5,49,185,90"/>
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<area shape="rect" href="class_actor.html#a3ae8d377cd046d2908a3be20022c53ea" title="当前攻击是否持续，攻击动画往往需要播放多帧" alt="" coords="234,56,385,83"/>
<area shape="rect" href="class_base_weapon.html#a40570e8f727b2adeda5214e0f96d4b7b" title="刷新使用间隔" alt="" coords="236,107,383,133"/>
</map>
</div>

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<a id="ad00c0e77802c210e9691977216c245f1" name="ad00c0e77802c210e9691977216c245f1"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad00c0e77802c210e9691977216c245f1">&#9670;&nbsp;</a></span>fixValue()</h2>

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template&lt;class T &gt; </div>
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          <td class="memname">void Actor::fixValue </td>
          <td>(</td>
          <td class="paramtype">T &amp;&#160;</td>
          <td class="paramname"><em>value</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const T &amp;&#160;</td>
          <td class="paramname"><em>max_value</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const T &amp;&#160;</td>
          <td class="paramname"><em>min_value</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
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<span class="mlabels"><span class="mlabel">inline</span><span class="mlabel">protected</span></span>  </td>
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<p>将超出范围的数值进行修正 </p>
<dl class="tparams"><dt>模板参数</dt><dd>
  <table class="tparams">
    <tr><td class="paramname">T</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">value</td><td></td></tr>
    <tr><td class="paramname">max_value</td><td></td></tr>
  </table>
  </dd>
</dl>
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这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_ad00c0e77802c210e9691977216c245f1_icgraph.png" border="0" usemap="#aclass_actor_ad00c0e77802c210e9691977216c245f1_icgraph" alt=""/></div>
<map name="aclass_actor_ad00c0e77802c210e9691977216c245f1_icgraph" id="aclass_actor_ad00c0e77802c210e9691977216c245f1_icgraph">
<area shape="rect" title="将超出范围的数值进行修正" alt="" coords="189,81,296,108"/>
<area shape="rect" href="class_actor.html#a5ea6c36914fd0298237c6f5cba62d72d" title="角色沿X方向移动" alt="" coords="24,5,123,32"/>
<area shape="rect" href="class_base_player.html#abccfdd44993e56c3196cd44e888f350d" title="角色沿X方向移动" alt="" coords="6,56,141,83"/>
<area shape="rect" href="class_actor.html#ae4aafa27c1aeab8e2dbb2adeb43848c7" title="角色沿Y方向移动" alt="" coords="23,107,123,133"/>
<area shape="rect" href="class_base_player.html#a8020289a4df61f692cfe5aa14cde017b" title="角色沿Y方向移动" alt="" coords="5,157,141,184"/>
</map>
</div>

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<a id="afae9736661b3b289fd27af8956e42a97" name="afae9736661b3b289fd27af8956e42a97"></a>
<h2 class="memtitle"><span class="permalink"><a href="#afae9736661b3b289fd27af8956e42a97">&#9670;&nbsp;</a></span>getAttackRange()</h2>

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          <td class="memname">int Actor::getAttackRange </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取攻击范围，单位：帧 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#afe004ad17dadfee07bc5d43c16f5ce63">&#9670;&nbsp;</a></span>getGameObjectType()</h2>

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          <td class="memname">virtual GameObject Actor::getGameObjectType </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
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<span class="mlabels"><span class="mlabel">pure virtual</span></span>  </td>
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<p>获取角色类型，用于动画和音频 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

<p>在 <a class="el" href="class_fire_elemental.html#a2e10f133d7a71b4e5e07662ccacdd8d4">FireElemental</a>, <a class="el" href="class_gladiator.html#afab5a2963c6d7ec8c90c14d7879942f5">Gladiator</a>, <a class="el" href="class_ice_elemental.html#ad91d05e67fff84ed47b7ff2d1c28ed92">IceElemental</a>, <a class="el" href="class_leaf_elemental.html#aa67bc24cfcf83efd1779a85bc5cdec38">LeafElemental</a>, <a class="el" href="class_minotaur.html#a4ede62c0e66586b04e1a0ba179fa7684">Minotaur</a>, <a class="el" href="class_base_player.html#a5f176181d44582570c926e606b0d0ea7">BasePlayer</a> , 以及 <a class="el" href="class_base_mob.html#a2e740d5c6375a9f225b0c3042404db3e">BaseMob</a> 内被实现.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#ab474e98b6994878deb75adf601fb829b">&#9670;&nbsp;</a></span>getGravity()</h2>

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          <td class="memname">double Actor::getGravity </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取重力，单位：像素/（帧 x 帧） </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a02d153452eb8ea3dc2e2de666935471f">&#9670;&nbsp;</a></span>getHealth()</h2>

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          <td class="memname">int Actor::getHealth </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
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<p>获取体力 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
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<h2 class="memtitle"><span class="permalink"><a href="#a209f3ce85bf183ac91f637a523308211">&#9670;&nbsp;</a></span>getHeight()</h2>

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          <td class="memname">double Actor::getHeight </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
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<p>获取高度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
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这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_a209f3ce85bf183ac91f637a523308211_icgraph.png" border="0" usemap="#aclass_actor_a209f3ce85bf183ac91f637a523308211_icgraph" alt=""/></div>
<map name="aclass_actor_a209f3ce85bf183ac91f637a523308211_icgraph" id="aclass_actor_a209f3ce85bf183ac91f637a523308211_icgraph">
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<area shape="rect" href="class_base_scene.html#ae18694318eacca974fba5f4005bf44cf" title="刷新场景" alt="" coords="417,56,591,83"/>
<area shape="rect" href="class_base_scene.html#a889d8e409b748d9af28dd0d547801bb9" title="启动游戏" alt="" coords="247,56,369,83"/>
<area shape="rect" href="class_base_scene_ui.html#a43dd94fb44be28fbde58e7d9614b5900" title="继续游戏" alt="" coords="5,31,199,57"/>
<area shape="rect" href="class_base_scene_ui.html#ac5b5974fb1dd35155932791c888f04d9" title="开始游戏" alt="" coords="35,81,169,108"/>
</map>
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<h2 class="memtitle"><span class="permalink"><a href="#affb25c5c54721913503e9ec2b55de605">&#9670;&nbsp;</a></span>getId()</h2>

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          <td class="memname">const std::string &amp; Actor::getId </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
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<p>获取角色id，全局唯一 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_affb25c5c54721913503e9ec2b55de605_icgraph.png" border="0" usemap="#aclass_actor_affb25c5c54721913503e9ec2b55de605_icgraph" alt=""/></div>
<map name="aclass_actor_affb25c5c54721913503e9ec2b55de605_icgraph" id="aclass_actor_affb25c5c54721913503e9ec2b55de605_icgraph">
<area shape="rect" title="获取角色id，全局唯一" alt="" coords="207,5,296,32"/>
<area shape="rect" href="class_base_scene.html#acd980987b632a470838a62b1e1ff839f" title="角色是否在地面上" alt="" coords="5,5,159,32"/>
</map>
</div>

</div>
</div>
<a id="a788a6a10dc9d873fd5c87a02a83ab927" name="a788a6a10dc9d873fd5c87a02a83ab927"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a788a6a10dc9d873fd5c87a02a83ab927">&#9670;&nbsp;</a></span>getJumpVelocityYMax()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">double Actor::getJumpVelocityYMax </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取Y方向跳跃最大速度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="a2c6c580cc35219af5988955e30fb1e91" name="a2c6c580cc35219af5988955e30fb1e91"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2c6c580cc35219af5988955e30fb1e91">&#9670;&nbsp;</a></span>getMagic()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int Actor::getMagic </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取魔法值，暂时废弃 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="ad2a0993bd36727f8c1fca81229adee9f" name="ad2a0993bd36727f8c1fca81229adee9f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad2a0993bd36727f8c1fca81229adee9f">&#9670;&nbsp;</a></span>getMaxHealth()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int Actor::getMaxHealth </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取最大体力 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="a617b9559c0b50cf49ec148a9a932cbf9" name="a617b9559c0b50cf49ec148a9a932cbf9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a617b9559c0b50cf49ec148a9a932cbf9">&#9670;&nbsp;</a></span>getMaxMagic()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int Actor::getMaxMagic </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取最大魔法值，暂时废弃 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="a2dea4d3df5f9ad75038fee99e820f2e7" name="a2dea4d3df5f9ad75038fee99e820f2e7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2dea4d3df5f9ad75038fee99e820f2e7">&#9670;&nbsp;</a></span>getPos()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="class_point.html">Point</a> &amp; Actor::getPos </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取位置 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_a2dea4d3df5f9ad75038fee99e820f2e7_icgraph.png" border="0" usemap="#aclass_actor_a2dea4d3df5f9ad75038fee99e820f2e7_icgraph" alt=""/></div>
<map name="aclass_actor_a2dea4d3df5f9ad75038fee99e820f2e7_icgraph" id="aclass_actor_a2dea4d3df5f9ad75038fee99e820f2e7_icgraph">
<area shape="rect" title="获取位置" alt="" coords="639,56,741,83"/>
<area shape="rect" href="class_base_object.html#a39c190a92cdff0b0a0f02b0cb3ee7235" title="角色是否站在物体上方" alt="" coords="426,5,582,32"/>
<area shape="rect" href="class_mob_a_i.html#a56b35ba83947d6699050a5a29d27e3c7" title="控制怪物在单一砖块上巡逻" alt="" coords="435,56,573,83"/>
<area shape="rect" href="class_base_scene.html#ae18694318eacca974fba5f4005bf44cf" title="刷新场景" alt="" coords="417,107,591,133"/>
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<area shape="rect" href="class_base_scene_ui.html#ac5b5974fb1dd35155932791c888f04d9" title="开始游戏" alt="" coords="35,132,169,159"/>
</map>
</div>

</div>
</div>
<a id="a5d62464dde4d510d0ad2e740cd86928e" name="a5d62464dde4d510d0ad2e740cd86928e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5d62464dde4d510d0ad2e740cd86928e">&#9670;&nbsp;</a></span>getStatus()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">BaseStatus Actor::getStatus </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>onGround</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isAttack</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取角色状态 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">onGround</td><td>外部传入是否在地面 </td></tr>
    <tr><td class="paramname">isAttack</td><td>外部传入是否正在攻击 </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="aae30d82fc88cd743ad1817ca8433f3e9" name="aae30d82fc88cd743ad1817ca8433f3e9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aae30d82fc88cd743ad1817ca8433f3e9">&#9670;&nbsp;</a></span>getVelocity()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="class_vector.html">Vector</a> &amp; Actor::getVelocity </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取速度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="ac6bf16355014a92d0feb17bae987467f" name="ac6bf16355014a92d0feb17bae987467f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac6bf16355014a92d0feb17bae987467f">&#9670;&nbsp;</a></span>getVelocityXMax()</h2>

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<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">double Actor::getVelocityXMax </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>X方向最大速度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_ac6bf16355014a92d0feb17bae987467f_icgraph.png" border="0" usemap="#aclass_actor_ac6bf16355014a92d0feb17bae987467f_icgraph" alt=""/></div>
<map name="aclass_actor_ac6bf16355014a92d0feb17bae987467f_icgraph" id="aclass_actor_ac6bf16355014a92d0feb17bae987467f_icgraph">
<area shape="rect" title="X方向最大速度" alt="" coords="192,5,351,32"/>
<area shape="rect" href="class_mob_a_i.html#a56b35ba83947d6699050a5a29d27e3c7" title="控制怪物在单一砖块上巡逻" alt="" coords="5,5,144,32"/>
</map>
</div>

</div>
</div>
<a id="a1c66efdc540060dd60903b40b968ddfc" name="a1c66efdc540060dd60903b40b968ddfc"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a1c66efdc540060dd60903b40b968ddfc">&#9670;&nbsp;</a></span>getVelocityXReduceRadio()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">double Actor::getVelocityXReduceRadio </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取X方向的强制减速因子，当碰撞发生时，首先启用减速因子进行强制减速 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="a28505a997961eaff9b7580928741d769" name="a28505a997961eaff9b7580928741d769"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a28505a997961eaff9b7580928741d769">&#9670;&nbsp;</a></span>getVelocityYMax()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">double Actor::getVelocityYMax </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Y方向最大速度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="ad1b0c14d118779ba75f25c538879eb2f" name="ad1b0c14d118779ba75f25c538879eb2f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad1b0c14d118779ba75f25c538879eb2f">&#9670;&nbsp;</a></span>getVelocityYReduceRadio()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">double Actor::getVelocityYReduceRadio </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取Y方向的强制减速因子，当碰撞发生时，首先启用减速因子进行强制减速 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="aa530a5e2363072f7d16b30481984fcf2" name="aa530a5e2363072f7d16b30481984fcf2"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa530a5e2363072f7d16b30481984fcf2">&#9670;&nbsp;</a></span>getWeapon()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="class_base_weapon.html">BaseWeapon</a> * Actor::getWeapon </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取角色武器的常量指针，参见武器类 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_aa530a5e2363072f7d16b30481984fcf2_icgraph.png" border="0" usemap="#aclass_actor_aa530a5e2363072f7d16b30481984fcf2_icgraph" alt=""/></div>
<map name="aclass_actor_aa530a5e2363072f7d16b30481984fcf2_icgraph" id="aclass_actor_aa530a5e2363072f7d16b30481984fcf2_icgraph">
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<area shape="rect" href="class_base_scene.html#a889d8e409b748d9af28dd0d547801bb9" title="启动游戏" alt="" coords="247,31,369,57"/>
<area shape="rect" href="class_base_scene_ui.html#a43dd94fb44be28fbde58e7d9614b5900" title="继续游戏" alt="" coords="5,5,199,32"/>
<area shape="rect" href="class_base_scene_ui.html#ac5b5974fb1dd35155932791c888f04d9" title="开始游戏" alt="" coords="35,56,169,83"/>
</map>
</div>

</div>
</div>
<a id="a3b8f6189dfcbd3f5efd9d6437ff2a47e" name="a3b8f6189dfcbd3f5efd9d6437ff2a47e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3b8f6189dfcbd3f5efd9d6437ff2a47e">&#9670;&nbsp;</a></span>getWidth()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">double Actor::getWidth </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取宽度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_a3b8f6189dfcbd3f5efd9d6437ff2a47e_icgraph.png" border="0" usemap="#aclass_actor_a3b8f6189dfcbd3f5efd9d6437ff2a47e_icgraph" alt=""/></div>
<map name="aclass_actor_a3b8f6189dfcbd3f5efd9d6437ff2a47e_icgraph" id="aclass_actor_a3b8f6189dfcbd3f5efd9d6437ff2a47e_icgraph">
<area shape="rect" title="获取宽度" alt="" coords="639,56,752,83"/>
<area shape="rect" href="class_base_object.html#a39c190a92cdff0b0a0f02b0cb3ee7235" title="角色是否站在物体上方" alt="" coords="426,5,582,32"/>
<area shape="rect" href="class_mob_a_i.html#a56b35ba83947d6699050a5a29d27e3c7" title="控制怪物在单一砖块上巡逻" alt="" coords="435,56,573,83"/>
<area shape="rect" href="class_base_scene.html#ae18694318eacca974fba5f4005bf44cf" title="刷新场景" alt="" coords="417,107,591,133"/>
<area shape="rect" href="class_base_scene.html#a889d8e409b748d9af28dd0d547801bb9" title="启动游戏" alt="" coords="247,107,369,133"/>
<area shape="rect" href="class_base_scene_ui.html#a43dd94fb44be28fbde58e7d9614b5900" title="继续游戏" alt="" coords="5,81,199,108"/>
<area shape="rect" href="class_base_scene_ui.html#ac5b5974fb1dd35155932791c888f04d9" title="开始游戏" alt="" coords="35,132,169,159"/>
</map>
</div>

</div>
</div>
<a id="a3ae8d377cd046d2908a3be20022c53ea" name="a3ae8d377cd046d2908a3be20022c53ea"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3ae8d377cd046d2908a3be20022c53ea">&#9670;&nbsp;</a></span>isAttackLasting()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool Actor::isAttackLasting </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>当前攻击是否持续，攻击动画往往需要播放多帧 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_a3ae8d377cd046d2908a3be20022c53ea_icgraph.png" border="0" usemap="#aclass_actor_a3ae8d377cd046d2908a3be20022c53ea_icgraph" alt=""/></div>
<map name="aclass_actor_a3ae8d377cd046d2908a3be20022c53ea_icgraph" id="aclass_actor_a3ae8d377cd046d2908a3be20022c53ea_icgraph">
<area shape="rect" title="当前攻击是否持续，攻击动画往往需要播放多帧" alt="" coords="247,46,397,73"/>
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<area shape="rect" href="class_base_player.html#aac31c29c954679acce97217293bad308" title="刷新攻击冷却并根据传入的attack攻击" alt="" coords="5,71,199,112"/>
</map>
</div>

</div>
</div>
<a id="a52009a26c35c89419c9b81b1f7933c5f" name="a52009a26c35c89419c9b81b1f7933c5f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a52009a26c35c89419c9b81b1f7933c5f">&#9670;&nbsp;</a></span>isPlayer()</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool Actor::isPlayer </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">pure virtual</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>是否是玩家 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

<p>在 <a class="el" href="class_base_mob.html#a527df6361cb4e6b9385c978d1b608192">BaseMob</a> , 以及 <a class="el" href="class_base_player.html#af155c67d91bd80fd3c39ca4096822e43">BasePlayer</a> 内被实现.</p>

</div>
</div>
<a id="a5ea6c36914fd0298237c6f5cba62d72d" name="a5ea6c36914fd0298237c6f5cba62d72d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5ea6c36914fd0298237c6f5cba62d72d">&#9670;&nbsp;</a></span>moveX()</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::moveX </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_actor.html#a2315aa20cdd86580a3936e58f796289a">Actor::Move_Type_X</a>&#160;</td>
          <td class="paramname"><em>typeX</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">virtual</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>角色沿X方向移动 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">typeX</td><td>水平方向的移动类型 </td></tr>
  </table>
  </dd>
</dl>

<p>被 <a class="el" href="class_base_player.html#abccfdd44993e56c3196cd44e888f350d">BasePlayer</a> 重载.</p>
<div class="dynheader">
函数调用图:</div>
<div class="dyncontent">
<div class="center"><img src="class_actor_a5ea6c36914fd0298237c6f5cba62d72d_cgraph.png" border="0" usemap="#aclass_actor_a5ea6c36914fd0298237c6f5cba62d72d_cgraph" alt=""/></div>
<map name="aclass_actor_a5ea6c36914fd0298237c6f5cba62d72d_cgraph" id="aclass_actor_a5ea6c36914fd0298237c6f5cba62d72d_cgraph">
<area shape="rect" title="角色沿X方向移动" alt="" coords="5,5,104,32"/>
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</map>
</div>

</div>
</div>
<a id="ae4aafa27c1aeab8e2dbb2adeb43848c7" name="ae4aafa27c1aeab8e2dbb2adeb43848c7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ae4aafa27c1aeab8e2dbb2adeb43848c7">&#9670;&nbsp;</a></span>moveY()</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::moveY </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_actor.html#aca69a1a886cbf8c0a9ac8998d59bd1ea">Actor::Move_Type_Y</a>&#160;</td>
          <td class="paramname"><em>typeY</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>onGround</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>can_climb</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">virtual</span></span>  </td>
  </tr>
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</div><div class="memdoc">

<p>角色沿Y方向移动 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">typeY</td><td></td></tr>
    <tr><td class="paramname">onGround</td><td>是否在地面 </td></tr>
    <tr><td class="paramname">can_climb</td><td>玩家是否处于攀爬状态 </td></tr>
  </table>
  </dd>
</dl>

<p>被 <a class="el" href="class_base_player.html#a8020289a4df61f692cfe5aa14cde017b">BasePlayer</a> 重载.</p>
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函数调用图:</div>
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<div class="center"><img src="class_actor_ae4aafa27c1aeab8e2dbb2adeb43848c7_cgraph.png" border="0" usemap="#aclass_actor_ae4aafa27c1aeab8e2dbb2adeb43848c7_cgraph" alt=""/></div>
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<area shape="rect" title="角色沿Y方向移动" alt="" coords="5,5,105,32"/>
<area shape="rect" href="class_actor.html#ad00c0e77802c210e9691977216c245f1" title="将超出范围的数值进行修正" alt="" coords="153,5,260,32"/>
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</div>

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<a id="ac612bf6fac0d250d7ab99a371f799084" name="ac612bf6fac0d250d7ab99a371f799084"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac612bf6fac0d250d7ab99a371f799084">&#9670;&nbsp;</a></span>normalRefresh()</h2>

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  <tr>
  <td class="mlabels-left">
      <table class="memname">
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          <td class="memname">void Actor::normalRefresh </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">virtual</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>每帧刷新角色时调用 </p>

<p>被 <a class="el" href="class_base_player.html#ae054ee0afa82168ec1d782c2b6bfb5b0">BasePlayer</a> 重载.</p>

</div>
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<a id="add5c4d8e6c3ad1442fef5aaa2e7c79a2" name="add5c4d8e6c3ad1442fef5aaa2e7c79a2"></a>
<h2 class="memtitle"><span class="permalink"><a href="#add5c4d8e6c3ad1442fef5aaa2e7c79a2">&#9670;&nbsp;</a></span>setGravity()</h2>

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      <table class="memname">
        <tr>
          <td class="memname">void Actor::setGravity </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>gravity_</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置重力，单位：像素/（帧 x 帧） </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="ac1b9976a87b36c45c3477ea84ce48f64" name="ac1b9976a87b36c45c3477ea84ce48f64"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac1b9976a87b36c45c3477ea84ce48f64">&#9670;&nbsp;</a></span>setHealth()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setHealth </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>health_</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置体力 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">health_</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="aa39d35feb4a212e7c1a5cad8f5afdd29" name="aa39d35feb4a212e7c1a5cad8f5afdd29"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa39d35feb4a212e7c1a5cad8f5afdd29">&#9670;&nbsp;</a></span>setHeight()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setHeight </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>height_</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置高度 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">height_</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="afff73acb5f0993cff544fafaf3012554" name="afff73acb5f0993cff544fafaf3012554"></a>
<h2 class="memtitle"><span class="permalink"><a href="#afff73acb5f0993cff544fafaf3012554">&#9670;&nbsp;</a></span>setJumpVelocityYMax()</h2>

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      <table class="memname">
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          <td class="memname">void Actor::setJumpVelocityYMax </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>jumpVelocityYMax</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置Y方向跳跃最大速度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="a0cb95a7730ab6862037312ac6854294a" name="a0cb95a7730ab6862037312ac6854294a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0cb95a7730ab6862037312ac6854294a">&#9670;&nbsp;</a></span>setMagic()</h2>

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      <table class="memname">
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          <td class="memname">void Actor::setMagic </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>magic_</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置魔法值，暂时废弃 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">magic_</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a376906c0882341e0429ebfff529678d8" name="a376906c0882341e0429ebfff529678d8"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a376906c0882341e0429ebfff529678d8">&#9670;&nbsp;</a></span>setMaxHealth()</h2>

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          <td class="memname">void Actor::setMaxHealth </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>maxHealth</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置最大体力 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">maxHealth</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a5a7ab69535dea44d4e486009c7f194f4" name="a5a7ab69535dea44d4e486009c7f194f4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5a7ab69535dea44d4e486009c7f194f4">&#9670;&nbsp;</a></span>setMaxMagic()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setMaxMagic </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>maxMagic</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置最大魔法值，暂时废弃 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">magic_</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a93e625a4b49a79b02c7bc35a365210c5" name="a93e625a4b49a79b02c7bc35a365210c5"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a93e625a4b49a79b02c7bc35a365210c5">&#9670;&nbsp;</a></span>setPos()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setPos </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="class_point.html">Point</a> &amp;&#160;</td>
          <td class="paramname"><em>pos_</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置位置 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">pos_</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#abea7c3c77f73eb4501db69be7b7123dc">&#9670;&nbsp;</a></span>setVelocity()</h2>

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      <table class="memname">
        <tr>
          <td class="memname">void Actor::setVelocity </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="class_vector.html">Vector</a> &amp;&#160;</td>
          <td class="paramname"><em>velocity_</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置速度 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">velocity_</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#a84e8665ea31b77b8cf7f8c1f33e2e465">&#9670;&nbsp;</a></span>setVelocityXMax()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setVelocityXMax </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>velocityXMax</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置X方向最大速度 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">velocityXMax</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a97a2bebbcb5fe4fa31829ec3632a82a6" name="a97a2bebbcb5fe4fa31829ec3632a82a6"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a97a2bebbcb5fe4fa31829ec3632a82a6">&#9670;&nbsp;</a></span>setVelocityXReduceRadio()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setVelocityXReduceRadio </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>velocityXReduceRadio</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置X方向的强制减速因子，当碰撞发生时，首先启用减速因子进行强制减速 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="ac6799282333780ec6b10b47755b2c9e4" name="ac6799282333780ec6b10b47755b2c9e4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac6799282333780ec6b10b47755b2c9e4">&#9670;&nbsp;</a></span>setVelocityYMax()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setVelocityYMax </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>velocityYMax</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置Y方向最大速度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="adad38d3b0b2d472de1df311b046c767f" name="adad38d3b0b2d472de1df311b046c767f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#adad38d3b0b2d472de1df311b046c767f">&#9670;&nbsp;</a></span>setVelocityYReduceRadio()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setVelocityYReduceRadio </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>velocityYReduceRadio</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置Y方向的强制减速因子，当碰撞发生时，首先启用减速因子进行强制减速 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="aaa95bc73ca018b158432bafd267df8aa" name="aaa95bc73ca018b158432bafd267df8aa"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aaa95bc73ca018b158432bafd267df8aa">&#9670;&nbsp;</a></span>setWidth()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Actor::setWidth </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>width_</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>设置宽度 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">width_</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<hr/>该类的文档由以下文件生成:<ul>
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<li>D:/Code/cProgram/CPP/Qt/TeamCurriculumDesign/Actors/Actor.cpp</li>
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